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Lecture 5 Teaching Design Thinking 2016

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Teaching Design Thinking Technologies Education
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Page 1: Lecture 5 Teaching Design Thinking 2016

Teaching Design Thinking

Technologies Education

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3:00

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Teaching

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3:00

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Pedagogical Diversity

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Organising learning environments

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Design Challenge

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Design

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Challenge

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Design Challenge

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Contextualise

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Contextualise

Personalise

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Contextualise

Localise

Personalise

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Contextualise

Localise

Personalise

Modernise

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Contextualise

Localise

Personalise

Modernise

Fantasise

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Unit Planning

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Breaking down into lessons

Scaffolding activities

Assessment - formative and summative

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Assessing children's achievements

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Finding out what children don’t know

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Finding out what children know

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Systems Thinking

Computational Thinking

Design Thinking

Futures Thinking

Strategic Thinking

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Futures Thinking

Systems Thinking

Design Thinking

Computational Thinking

Strategic Thinking

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Trends, Visioning, Scenarios, Big Idea

B/COT, Circle, Stocks, Flows, Loops

Contexts, Design Challenges, PSE Type

Data, Automation/Programming

Entrepreneurship, Planning, Teamwork

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Contexts

• Engineering principles and systems • Food and fibre production • Food specialisations • Materials and technologies

specialisations

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Design Process Creating a product, environment or service

• investigating the problem • generating possible designs • producing a solution • evaluating the solution • collaborating on and managing this

process

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Solution Type

• product • environment • service

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Competitions

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Challenge Based Learning

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Challenge Based Learning

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The Big Idea

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Essential Questions

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The Challenge

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Guiding Questions and Activities

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Solutions, Implementation, and Reflections

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2:15

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Design Thinking

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Stanford d School design process

• Empathise • Define • Ideate • Prototype • Test

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Daylight Design Thinking approach

• Learn from people • Find patterns • Define design principles • Make Tangible • Iterate Relentlessly

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Daylight Design Thinking approach

• Accept Situation (or understand the problem); • Analyse (the problem/situation); • Define (restate the problem clearly by defining

the goal); • Ideate (to think of the possibilities, come up

with options); • Select (compare and decide upon the best

option); • Implement (creating a solution); and • Evaluate (assess if the solution works and be

improved).

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Trends, Visioning, Scenarios, Big Idea

B/COT, Circle, Stocks, Flows, Loops

Contexts, Design Challenges, PSE Type

Data, Automation/Programming

Entrepreneurship, Planning, Teamwork

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Assessment Criteria

• Interpretive and analytical ability in developing design challenges.

• Interpretive and analytical ability in developing programming challenges.

• Intellectual initiative in research, planning and development of solutions.

• Intellectual initiative in the articulation and presentation.

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2-4 Activities/Projects/Challenges

• Teaching Design Thinking; • Teaching Computational Thinking; • Teaching Systems Thinking; • Teaching Strategic Thinking; and • Teaching Futures Thinking.

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Two Design Technologies Contexts

• Engineering principles and systems • Food and fibre production • Food specialisations • Materials and technologies

specialisations

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Two Digital Technologies Contexts

• Data

• Programming / Automation

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Expectations for most students

• Present standard activities taken directly from existing examples and contextualised for the Gold Coast;

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Expectations for some students

• Demonstrate that students will have opportunities to develop a range of learning outcomes as detailed in the curriculum and you have made a significant new contribution to the project idea;

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Expectations for a few students

• Incorporate, in an integrated way, the development of the range of student thinking skills into your design challenges and show real innovation in your project ideas.

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Griffith University

Dr Jason Zagami

www.zagami.info


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